4,365 results on '"realidad virtual"'
Search Results
202. Conocimientos tecnopedagógicos del profesorado de secundaria sobre la realidad mixta
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Verónica Marín-Díaz, Begoña Esther Sampedro-Requena, Esther María Vega-Gea, and Julio Ruiz-Palmero
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realidad aumentada ,realidad virtual ,realidad mixta ,competencia digital ,profesorado ,educación secundaria ,Education ,Technology - Abstract
Resulta evidente que la incorporación de las herramientas digitales al campo de la educación es un hecho tanto en el ámbito de la innovación como en el de la investigación. Asimismo, estos recursos abren a los docentes (hombres y mujeres) un amplio abanico de posibilidades respecto al uso de los mismos en su metodología docente. Los modelos de enseñanza han de redefinir su brújula y rediseñar el proceso formativo, incorporando como medio y no como fin las tecnologías o los recursos digitales. En este sentido, aspectos como las creencias, las aptitudes o el conocimiento de las tecnologías, que tanto discentes como docentes posean, van a promover su inclusión en el proceso de enseñanza-aprendizaje. Así, el objetivo de esta investigación es poner de manifiesto el conocimiento que el profesorado de enseñanza secundaria obligatoria tiene de la realidad mixta. Para ello se ha realizado un diseño cuantitativo de corte ex post facto a través de un muestreo no probabilístico. El principal resultado ha sido que el profesorado, en general, no tiene conocimientos tecnopedagógicos suficientes de la realidad mixta, por lo que podemos concluir que se hace patente la necesidad de una mayor formación docente para que la misma pueda ser incluida en los procesos de enseñanza-aprendizaje.
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- 2022
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203. La realidad aumentada, la realidad virtual y los metaversos
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Beatriz Fainholc
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Mundos virtuales ,Tecnologías inmersivas ,Contextualización cultural ,Metaversos ,Realidad aumentada ,Realidad virtual ,Education ,Technology - Abstract
Esta es una contribución encaminada a reflexionar sobre una posible/próxima oferta de las tecnologías inmersivas, como los metaversos en educación, como una deriva articulada de la realidad aumentada RA, la realidad virtual RV, y RMmixta. Todos ellas como modalidades de los mundos virtuales, inscriptos en el contexto de la sociedad y la cultura digital global actual. Se intenta coadyuvar a clarificar el rol de los mundos virtuales y software asociados, su incidencia en los programas educativos virtuales, a distancia o híbridos. La conjunción de la realidad aumentada y la realidad virtual, en la modalidad presencial y virtual, implica serias discusiones educativas, si se trata de pensar en la captación de lo real a través de interfaces tecnológicas, que realizan los usuarios/estudiantes, en la interacción digital para aprender y los docentes para enseñar. Estudiar la generación de los ambientes virtuales abiertos de aprendizaje, y no solo como recursos didácticos, requiere un enfoque sistémico-holista, un conocimiento amplio de inscripción teórico-práctica en un marco epistemológico- pedagógico, emparentada con el mundo actual del software. Se describen algunas de las características, posibles ventajas, limitaciones, impactos e incógnitas de estos programas digitales en la educación formal e informal. También se consideran las críticas realizadas que reclaman de estudios científico- tecnológico- educativos, si se trata de confrontar el incremento de la virtualidad, en nuestras vidas, y en relación al cuidado y mejoramiento educativo auténtico. La educación en concepción y práctica mediadas/enriquecidas por las nuevas tecnologías inmersivas, debería proyectarse con precaución, de modo reflexivo y creativo para inventar propuestas hacia futuros desconocidos, más en tiempos de pandemia-post pandemia.
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- 2022
204. Realidad Virtual, nuevas formas de contar historias: aproximaciones de la narrativa cinematográfica inmersiva 360º
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Melissa Stefanny Huamán Huillca and Rosario García-Montero Pinilla
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Realidad virtual ,Narrativa audiovisual ,Lenguaje audiovisual ,Cine 360° ,Photography ,TR1-1050 ,Communication. Mass media ,P87-96 - Abstract
La creación de películas 360° en realidad virtual (RV) ha aumentado durante los últimos años, exhibiéndose principalmente en festivales de cine y plataformas web. No obstante, actualmente, las reglas narrativas de cine inmersivo no son claras. Ante ello, nuestro objetivo es comprender cómo se narra una película en 360° RV, identificando qué elementos del cine no inmersivo aún prevalecen y qué elementos nuevos entran a considerarse. Se utilizó una metodología cualitativa en base a revisión de literatura, el análisis de tres cortometrajes y la conducción y análisis de entrevistas semiestructuradas a seis creadores de cine inmersivo. La investigación concluye con sugerencias narrativas en relación con la importancia del usuario/personaje, las atmósferas y la dirección de la mirada para la creación de historias 360° RV.
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- 2022
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205. Nuevos espacio-tiempos. La inmersividad en la era digital.
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María del Mar Aragó
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Inmersividad ,espectador ,pantalla ,realidad virtual ,universo digital. ,Arts in general ,NX1-820 - Abstract
El concepto de inmersividad ya no es específico, sino que encarna una complejidad que está ligada al contexto de mixtificación real-digital. El carácter poliédrico de esta nueva concepción de lo inmersivo hace necesaria una resignificación de este concepto y su alcance en nuestra cotidianeidad. A través de elementos como el espectador, la pantalla y medios como la realidad virtual, reflexionamos sobre las diferentes facetas de la inmersividad y sus grados de profundidad en la actualidad.
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- 2022
206. Estrategias Didácticas con el Uso de las TIC para el Mejoramiento de las Clases Virtuales e incrementar el Índice de Aprobación en la Unidad de Aprendizaje de Química III en el CECyT No. 3.
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Núñez Nakamura, Irma and Villaseca Alonso, Eddy Abraham
- Abstract
Copyright of Congreso Internacional de Investigacion Academia Journals is the property of PDHTech, LLC and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
207. Realidad Aumentada y Realidad Virtual: Metaversos Emergentes e Innovadores en la Educación.
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Lozano-Vizzuett, Minerva and Madelein Villegas-Eulopa, Gabriela
- Abstract
Copyright of Congreso Internacional de Investigacion Academia Journals is the property of PDHTech, LLC and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
208. Desarrollo de una Aplicación Visual y Auditiva con Perspectiva de Igualdad de Género.
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Gómez Flores, Ana Wendy, Eduardo Díaz López, Pedro, and López Pinto, Marco Antonio
- Abstract
Copyright of Congreso Internacional de Investigacion Academia Journals is the property of PDHTech, LLC and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
209. Realidad Virtual en Favor de la Calidad de Vida en Personas con Riesgo de Padecer Alzheimer.
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García Ortega, Irene, Rodríguez Ramírez, Felipe, Vásquez Gamboa, Saira Antonieta, Ortiz Arellano, Jesús Eduardo, and Arellano Ambrosio, Jesús
- Abstract
Copyright of Congreso Internacional de Investigacion Academia Journals is the property of PDHTech, LLC and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
210. Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular.
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FELIPE VILLADA, JULIAN, FERNANDA MONTOYA, MARIA, EDISON MUÑOZ, JOHN, ALBERTO HENAO, OSCAR, and FERNANDO LÓPEZ, JOSÉ
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STROKE , *VIRTUAL reality , *MEDICAL rehabilitation , *VIDEO games , *LIKES & dislikes , *DEMOGRAPHIC surveys - Abstract
User demographics, perceptions, and motivation data obtained from actual observation and experience surveys provide contextualized and first-hand information for game designers. However, this type of information can be misinterpreted if it is presented as numbers. Contextual Design (CD) is a user-centered method that allows a better understanding of the user’s work environment, as well as the requirements that the interactive systems must have to cover their needs. According to the CD, the user Personas (also called archetypes) are representations of users created to establish behaviors, likes and motivations of a representative group of users who share common patterns. These types of profiles can represent user groups during the design and development process of a videogame, thus allowing a more focused design. This paper describes step by step the process of designing user Personas for a group of 25 participants with stroke. This information was obtained from contextual interviews and gaming experience surveys, which allowed a more homogeneous interpretation of the dislikes, limitations and motivations of the participants. The CD methodology showed to be very useful, generating four user profiles, which were used for the creation of a serious video game in virtual reality that allows therapeutic support in a physical rehabilitation process for people with stroke. Finally, this work presents the preliminary design of the videogame and the importance of the information in the creation of user models. [ABSTRACT FROM AUTHOR]
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- 2022
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211. LA REALIDAD VIRTUAL EN EL AULA DE MÚSICA: UN ESTUDIO CUASIEXPERIMENTAL.
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Iglesias Calonge, Pedro and Chavez Muñoz, Pablo
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MUSIC classrooms ,LEARNING ,MUSICAL instruments ,CLASSROOM activities ,VIRTUAL reality ,TONE color (Music theory) - Abstract
Copyright of Perspectiva Educacional is the property of Perspectiva Educacional and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2022
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212. PROPOSTA DE METODOLOGIA PARA O DESENVOLVIMENTO DE PLATAFORMA MULTIUSUÁRIO POR VIRTUALIZAÇÃO IMERSIVA.
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Gomes Almeida, Lucas Gregory, Fontana Catapan, Márcio, and Valle, Pablo Deivid
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RESEARCH methodology ,DISTRACTION ,HARDWARE - Abstract
Copyright of Revista Foco (Interdisciplinary Studies Journal) is the property of Revista Foco and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2022
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213. Sob o risco da realidade virtual: uma análise do documentário Step to the Line.
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Guterres de Mello, Jamer and Ferrari Boscolo, Marcella
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VIRTUAL reality , *MONOCULARS , *INSCRIPTIONS , *COMPUTERS , *DOCUMENTARY films - Abstract
This paper proposes a discussion about the effects of the rupture of the monocular frame of traditional cinema by virtual reality in the language of documentary. From the analysis of the film Step to the Line (Ricardo Laganaro, 2017), we seek to show that cinema can reach other levels of experience and, in the case of documentary, raise the risk of the real in the virtual environment through simultaneous multisensory stimuli generated by the computer. We begin the text with a brief review of the concept of virtual reality from the communicational point of view, and then discuss the new possibilities of inscription of documentary cinema provided by the panoptic dimension of this virtual medium. We are also interested in discussing some of the perspectives of Bill Nichols (2005) and Jean-Louis Comolli (2008) on the influence of subjective turns in the most recent transformations in documentary cinema. [ABSTRACT FROM AUTHOR]
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- 2022
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214. Control del dolor agudo en entornos virtuales: el efecto de una narrativa terapéutica.
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Carlos Krainbuhl, Walter, Maria Moroni, Virginia, Laura Legeren, Ana, Alsina-Jurnet, Ivan, and Marcelo Bueno, Adrian
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MENTAL health personnel , *TIME perception , *VIRTUAL reality , *PAIN management , *PAIN tolerance , *NARRATIVE therapy , *EXPERIMENTAL groups - Abstract
Virtual Reality (VR) is an increasingly popular technology in the field of healthcare intervention. It has begun to establish itself as a powerful non-pharmacological tool for acute pain management during painful medical procedures. However, despite scientific evidence showing the efficacy of VR as an analgesic technique, there is a lack of research aimed at evaluating the usefulness of including therapeutic narratives in virtual environments. Therefore, the aim of the present study was to assess whether the inclusion of a therapeutic narrative in a relaxing virtual environment can enhance the analgesic effects of VR. For this purpose, 62 participants were randomly assigned to two experimental groups while a cold pressor test was applied: Condition 1 - Relaxation in VR without narrative (VRw/oN), and Condition 2 - Relaxation in VR with narrative (VRw/N). The results revealed that the group that listened to the therapeutic narrative showed greater tolerance to pain. In particular, this was confirmed in longer maintenance and total tolerance times in the coldpressor test in the therapeutic narrative group, compared to the group without the therapeutic narrative. Participants in the RVc/N condition were able to tolerate pain 85.35% longer than participants in the RVs/N condition. There were no significant differences related to subjective anxiety levels, but there were in pain intensity levels. The results also suggested that the therapeutic narrative group reported a faster perception of time and higher levels of enjoyment. This is a novel experiment designed to study the benefits of including a therapeutic narrative in a virtual environment aimed at pain control, with the goal of determining its usefulness in improving the management of acute pain. The results highlight the importance of incorporating mental health professionals into multidisciplinary teams focused on the design, development, implementation and evaluation of digital applications for health intervention. [ABSTRACT FROM AUTHOR]
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- 2022
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215. Realidade virtual como ferramenta de intervenção para os membros superiores na doença de Parkinson: série de casos.
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Aline Cemim, Jênifer, Souza Corrêa, Philipe, dos Santos Pereira, Bruna, Spieckert de Souza, Jesuély, and Cechetti, Fernanda
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PARKINSON'S disease treatment ,VIRTUAL reality equipment ,VIRTUAL reality ,ACTIVITIES of daily living ,ARM ,TREATMENT effectiveness ,PSYCHOLOGICAL tests ,QUALITY of life - Abstract
Copyright of Fisioterapia e Pesquisa is the property of Universidade de Sao Paulo, Faculdade de Medicina and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2022
- Full Text
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216. Development of the Teaching Virtual Clinic in the medical university of Santiago de Cuba
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Delfina Durán Rengifo, Nancy María Rodríguez Beltrán, Luisa Francisca Acosta Ortega, and Giselle Velez Fernández
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realidad virtual ,tecnología de la información ,educación a distancia ,universidades. ,Medicine (General) ,R5-920 ,Internal medicine ,RC31-1245 - Abstract
Among the teaching-learning virtual environments figures the Teaching Virtual Clinic that is an educational space of great transcendency in the university context of medical sciences, which contains health situations grouped in different specialties and sections with specific characteristics as for objectives and organization, what favors the integration of teaching activities with or without physical presence, and the social exchange between people that share common problems and interests, with the perspective of the permanent construction of knowledge, starting from very well defined rectors principles, as creating, sharing and collaborating.
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- 2021
217. O Grupo do Leão, Una nueva Visualidad de Acceso: una propuesta metodológica en torno al uso de la realidad virtual en personas con discapacidad visual
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Patrícia Roque-Martins and Leticia Crespillo-Marí
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Accesibilidad ,discapacidad visual ,fotogrametría ,realidad virtual ,museos ,Fine Arts ,Visual arts ,N1-9211 - Abstract
Este artículo tiene como objetivo reflexionar sobre las posibilidades que ofrece la realidad virtual como elemento mediador entre el objeto artístico y el público con discapacidad visual. A partir de la digitalización fotogramétrica y tratamiento virtual de la pintura O Grupo do Leão (1885) de Columbano Bordalo Pinheiro (pieza clave del realismo portugués) ponemos el foco en la retroalimentación mecano-háptica como recurso de inclusión cognitiva y socioafectiva el ámbito museístico. El propósito es desarrollar e impulsar un prototipo tecnológico (en curso) que haga efectivo el encuentro estético entre el espectador con discapacidad visual y el objeto de museo del modo más auténtico posible. Finalmente, se especifican algunos resultados ya obtenidos durante una estancia de investigación internacional: procesos de captura y generación del modelo tridimensional, limpieza y tratamiento con software 3D especializado, para contribuir a una nueva exploración de los sentidos dentro del campo de la inmersión visual en museos.
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- 2022
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218. Eficacia de los modelos inmersivos de comunicación y estructura de la información vinculados al compromiso social. Estudio de caso de AJ Contrast
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M.ª Isabel Rodríguez-Fidalgo and Adriana Paíno-Ambrosio
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periodismo inmersivo ,video 360º ,compromiso social ,modelo de comunicación ,narración inmersiva ,realidad virtual ,Communication. Mass media ,P87-96 - Abstract
Los mecanismos que hacen posible la narración inmersiva se convierten en el centro de atención de este estudio. Partiendo de los modelos inmersivos de comunicación y estructura de la información, que plantean una reformulación de los parámetros clásicos comunicativos, se analiza su aplicación a los proyectos desarrollados por el laboratorio de innovación Al Jazeera Contrast, que desde hace años está apostando fuertemente por la utilización de dichas tecnologías dentro del campo del periodismo inmersivo. Mediante la utilización de la técnica metodológica del análisis de contenido, se pretende comprobar la eficacia comunicativa (modelo de comunicación y estructura inmersiva) del citado objeto de estudio y su relación con la variable de compromiso social. Los resultados de esta investigación constatan la vigencia de los modelos inmersivos propuestos e inciden en los cambios que introduce este tipo de narración y que afectan especialmente al cuándo y al dónde de la información. Es en estas diferencias donde se focaliza la discusión sobre el mayor o menor grado de compromiso social de dichas piezas inmersivas, al abrir un nuevo diálogo sobre el enfoque etnográfico que podría aplicarse a este tipo de producciones.
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- 2022
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219. Análisis informétrico del metaverso en canales y vídeos hispanoparlantes de YouTube
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Mao Queen Garzón Quiroz
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metaverso ,mundos virtuales ,realidad virtual ,realidad aumentada ,análisis informétrico ,Youtube ,Social Sciences - Abstract
El objetivo es caracterizar el impacto en términos de visualizaciones, likes y comentarios recibidos para vídeos sobre el metaverso y términos relacionados, publicados y difundidos a través de YouTube en idioma español; y finalmente, categorizar los canales a través de los cuales se han publicado dichos vídeos relacionados a este fenómeno. Para el estudio, se utilizó un análisis informétrico descriptivo, cuantitativo y transversal sobre 5.479 vídeos publicados hasta el 10 de abril del 2022 y 822 canales de YouTube. Los resultados mostraron que existe una correlación directa entre las visualizaciones, likes y comentarios de los vídeos publicados. Además, los vídeos bajo ciertas categorías de YouTube obtienen un alto impacto en visualizaciones a pesar de contar bajos volúmenes de publicaciones con respecto a este fenómeno. Se concluye también, que YouTube puede usarse como fuente de datos para los análisis informétricos junto con otras herramientas y habilidades.
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- 2022
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220. Efectos de un programa de intervención basado en exergames en el patrón de la marcha en mujeres con fibromialgia
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Juan Pedro Martín-Martínez, Santos Villafaina, Daniel Collado-Mateo, Narcis Gusi, and Jorge Pérez-Gómez
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tareas duales ,cinemática ,biomecánica ,realidad virtual ,Special aspects of education ,LC8-6691 - Abstract
La Fibromialgia es una enfermedad reumatológica cuyos síntomas pueden afectar al patrón motor de la marcha y en consecuencia a la realización de actividades de la vida cotidiana. Estas actividades suelen requerir la habilidad de realizar dos tareas de manera simultánea: una motriz y otra cognitiva, lo que se conoce como tareas duales. Los programas basados en realidad virtual, llamados Exergames, han mostrado importantes beneficios en algunos síntomas de la Fibromialgia. Así, el objetivo fue evaluar el efecto de un programa de intervención de 24 semanas en el patrón motor de la marcha en mujeres con Fibromialgia bajo condiciones simples y duales. Un total de 34 mujeres participaron en el estudio y fueron distribuidas en grupos control y experimental. El grupo control realizó vida normal durante el periodo en el que el grupo experimental se sometió al programa de intervención, al que asistían 2 días en semana durante 60 minutos. Se realizó el 10-meteres-walking-test, analizándose el tiempo en completarlo, número de pasos, cadencia, inclinación del tronco y rango de movimiento de cadera y rodillas. El grupo experimental consiguió mejoras significativas en el tiempo invertido en completar el 10-meters-walking-test tanto bajo condiciones simples (p=0.032) como duales (p=0.027). Además, también se encontraron alteraciones significativas en la cadencia bajo condiciones duales (p=0.023). Por tanto, concluimos que un programa de intervención de 24 semanas basado en Exergames provoca alteraciones en el patrón de la marcha de mujeres con Fibromialgia tanto en condiciones simples como duales.
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- 2022
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221. THE VIRTUAL REALITY ON HOSPITAL SCHOOLS
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María Cecilia Roma
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videos 360 ,realidad virtual ,realidad aumentada ,experiencias educativas ,Philosophy. Psychology. Religion ,Buddhism ,BQ1-9800 - Abstract
The document presents and describes the development of the 360 video production project for the educational field in Argentina in 2018. Its impact on schools and especially on hospital schools, its benefits and considerations are explained. The themes addressed by the videos and the curricular contents with which it is feasible to go through each of them are detailed. These videos have made it possible to explore new worlds and at the same time bring the possibility of experiencing spaces, places, stories, paintings that would otherwise be improbable to students in an internment situation. These resources have required specific training on the part of teachers as well as the elaboration and rethinking of novel didactic proposals that are adapted to the implementation of augmented reality in educational establishments or in hospital schools. It was also necessary to develop protocols for use considering the biosafety of children. On the other hand, each video was generated and accompanied by didactic guides that have served teachers as examples to be able to think about the didactic strategies that best adapt to the reality of each context. This article presents the entire experience and details the different videos with their possible contents.
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- 2022
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222. Optimización de Proceso Logístico Automotriz mediante Innovación y Desarrollo de Simuladores de Entrenamiento y Realidad Virtual.
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Elías Hernández, Paulina, Hilario Vargas, Adolfo, and Zapotecatl López, Jorge Luis
- Abstract
Copyright of Congreso Internacional de Investigacion Academia Journals is the property of PDHTech, LLC and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
223. Activación psicofisiológica de pacientes con zoofobias ante un ambiente de realidad virtual
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Elizabeth Ponce Barbosa, Andrés Camilo Delgado Reyes, Diego Alejandro Pachón Duran, Luis Bertel, Juan Pablo Toro, and Fabián Andrés Gaviria
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ansiedad ,biofeedback ,fobias ,realidad virtual ,salud mental ,psicología clínica ,psicofisiología ,Education (General) ,L7-991 ,Social sciences (General) ,H1-99 - Abstract
La ansiedad es una condición clínica de orden creciente a nivel mundial, y especialmente en el ámbito nacional. Dentro de estos se encuentran las fobias específicas, que se presentan cuando el miedo irracional es causado por un estímulo determinado. El presente estudio tuvo como objetivo determinar la capacidad de un ambiente de realidad virtual para ocasionar variaciones en las respuestas psicofisiológicas en pacientes con fobias específicas a animales. La muestra estuvo conformada por 14 personas; el 92,85 % responde a mujeres mayores de edad, a quienes se les hizo una entrevista semiestructurada, se expusieron a un ambiente de realidad virtual, y se monitorearon las variables psicofisiológicas. Los resultados no evidenciaron diferencias significativas en la activación psicofisiológica en cada uno de los niveles. En conclusión, la cuarta parte de la población tenía zoofobia, el 46,15 % tenía fobia a ratones, el 30,76% a las cucarachas y el 7,69 %, en un porcentaje igual, a las arañas, sapos y serpientes. Las mujeres son las que más padecen fobia específica, con un 92,85 %. Finalmente, la frecuencia cardiaca, conductancia de la piel y temperatura se pueden considerar como variables que pueden evidenciar la respuesta de un sujeto ante un entorno de realidad virtual.
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- 2021
- Full Text
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224. Laboratorios Tradicionales versus Nuevas Tecnologías para el Estudio de Anatomía Humana en Estudiantes de Medicina: Revisión Sistemática y Meta Análisis.
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Martha, Bernal-García, Monica, Quemba Mesa, Sara, Silva Ortiz, and Blanka, Pacheco-Olmos
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HUMAN anatomy , *MEDICAL students , *HUMAN body , *LEARNING , *CONFIDENCE intervals , *META-analysis , *QUALITY of service - Abstract
The study of human anatomy has transcended with various resources and scenarios. The objective was to compare published studies on traditional laboratory practices with new technologies for the study of the human body in medical students. A systematic review and meta-analysis were carried out. Four reviewers carried out a systematic and exhaustive search of the literature, based on the location and selection of 54 primary studies published in ten databases, three reviewers evaluated the methodological quality of 33 studies, with checklists for the critical evaluation of internal validity, according to type of study. The fourth blinded reviewer, calculated degree of agreement between reviewers with Kappa de Fleiss and assessed risk of bias, sensitivity, heterogeneity and combined analysis using RevMan 5.4. A qualitative systematic review and combination by statistical methods of the results were obtained with meta-analysis of seven primary studies, with a sample of 465 participants, 260 exposed to traditional laboratories and 205 to new technologies. Finding satisfaction with the process and positive results of learning, understanding and application, with initial favorability to traditional practices not significant when assessing the confidence intervals. Thus, the contrast between methods for these practices revealed outcomes related to physical-emotional reactions, focus on the academic performance construct and with the learning processes. Concluding that laboratories with new technologies for the study of anatomy do not prerogatively impact students, given their favorable experience with traditional laboratories, and can be used as a useful complementary strategy. [ABSTRACT FROM AUTHOR]
- Published
- 2022
225. TECNOLOGÍAS EMERGENTES REALIDAD AUMENTADA Y REALIDAD VIRTUAL AR/VR COMO ALTERNATIVA DE COMPETITIVIDAD EN EL SECTOR PECUARIO DE LA FINCA LA SIRENITA.
- Author
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Urrea-Ospina, Alejandro, Fabian Osorio-Agudelo, Hector, Vélez-Mesa, Lucas, Carolina Leon, Diana, Andres Jaramillo-Villamil, Julian, and Garcia Castaño, Juan Diego
- Subjects
- *
AUGMENTED reality , *VIRTUAL reality , *ECONOMIC sectors , *SOCIAL context , *INFORMATION storage & retrieval systems , *DISRUPTIVE innovations - Abstract
Today TIC and information systems using disruptive technologies such as Augmented Reality AR and Virtual Reality VR, play an increasingly important role in modern business organizations in different economic sectors, to the point of conditioning their success or failure. in an economic and social environment as dynamic and changing as the one that characterizes the world today. [ABSTRACT FROM AUTHOR]
- Published
- 2022
226. SISTEMA PARA EL ANÁLISIS DE LA MOVILIDAD DEL MIEMBRO SUPERIOR MUÑECA-MANO CON RETROALIMENTACIÓN VISUAL-VIRTUAL.
- Author
-
Belen Luna, Juan Carlos, Orozco Aguirre, Héctor Rafael, Flores Albino, José Martin, Gaviño Ortiz, Gabriela, and González Morán, Carlos Omar
- Subjects
- *
BIOINFORMATICS , *MOVEMENT sequences , *TELEREHABILITATION , *VIRTUAL reality , *ARM injuries , *PHALANGES , *RANGE of motion of joints , *MANUFACTURING processes , *PHYSIOLOGICAL therapeutics , *MEDICAL technology , *PHYSICAL therapy , *REHABILITATION - Abstract
In a traditional way, in the rehabilitation of an injured limb, the patient is given a series of pre-established and repetitive exercises to be carried out in conditioned spaces for its treatment and evaluation, which do not always meet the goal of helping regain strength or range of motion in its limb. As an alternative solution, here is presented the prototype of a lowcost system that integrates a glove-exoskeleton and a visual-virtual rehabilitation environment to rehabilitate the left hand. This system provides sequences of movements to touch real-world objects and visualize their equivalence in a virtual reality interface, which provides the patient and the physiotherapist with feedback and analysis for the improvement, adaptation and success of the rehabilitation process, through quantitative and qualitative bioinformatic data by incorporating potentiometers for the real measurement and virtual representation of the flexion and extension movements of the phalanges. The glove-exoskeleton design resulting from the analysis of a direct kinematics study of the phalanges of the human hand. The system was developed under the Top-Down methodology implemented in the design and / or manufacture of system prototypes. [ABSTRACT FROM AUTHOR]
- Published
- 2022
227. REALIDAD VIRTUAL (RV) INMERSIVA PARA EL APRENDIZAJE EN ARQUITECTURA.
- Author
-
Wagemann, Elizabeth and Martínez, Jaime
- Subjects
- *
ARCHITECTURE in education , *TELECOMMUTING , *TEACHING teams , *VIRTUAL reality in architecture , *ARCHITECTURE students , *THREE-dimensional modeling , *LEARNING by teaching , *WORK experience (Employment) , *DECISION making , *STUDENT surveys , *DIGITAL technology , *VIRTUAL reality , *PHYSIOLOGY education - Abstract
The use of virtual reality (VR) in project design can be a useful tool to facilitate collaborative remote work, decision-making, and spatial comprehension. Likewise, it can be a good instrument in the teaching-learning process of architecture. Here we analyze a collective remote work experience where architecture students used 3D modeling and immersive VR in a two-week activity led by professors. We seek to understand the impact of these technologies on the creative, learning, and representational processes of the students through surveys, interviews, and observations. The results show that time for training and experimentation is essential, that teaching teams require greater acceptance of change, that the final formats must be consistent with the tools used, and that there is a great difference in the perception of these technologies between men and women. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
228. DISEÑO DE EXPERIENCIAS INMERSIVAS PARA UNA CIUDAD UTÓPICA. RECONSTRUCCIÓN GRÁFICA Y VIRTUAL DE "THE WALKING CITY", ARCHIGRAM.
- Author
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Aparicio Pérez, David and del Blanco García, Federico Luis
- Subjects
- *
AUDIO tours , *VIRTUAL reality , *COMPUTER simulation , *PERIODICAL publishing , *VIDEO games , *WORKFLOW , *DIGITAL technology , *DOCUMENTATION - Abstract
The purpose of this article is the graphic and virtual reconstruction of the project for the utopian design "The Walking City", carried out by Ron Herron in 1964 and published in the architectural magazine Archigram. The main objective of the work is to generate a simulation of the project that allowed users not only to visit the city in a virtual way, but to interact with it, inhabit it and get to feel it. The article includes the graphic documentation made prior to the generation of the model in virtual reality. It is as a fundamental element for the analysis of the project, complementing the existing original documents. The workflow carried out from the preparation of the initial documents to the work on video game engines for its use in virtual reality systems is exposed. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
229. NUEVAS ESTRATEGIAS PARA LA VISUALIZACION Y DIFUSION DEL PATRIMONIO DESCONTEXTUALIZADO. EL CASO DE LA SILLERÍA DE LA CATEDRAL DE OVIEDO.
- Author
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Sánchez Riera, Alberto, Pàmies Sauret, Carles, and Navarro Delgado, Isidro
- Subjects
- *
HISTORIC sites , *VIRTUAL tourism , *CATHEDRALS , *STRATEGIC planning , *PHOTOGRAMMETRY in architecture , *GOTHIC art , *VIRTUAL reality , *VIRTUAL reality in architecture , *CULTURAL property - Abstract
Starting from the case of the choirstalls in the Oviedo Cathedral, that were dismantled and partially rebuilt in the chapterhouse of the same building, this article describes the process of virtual reconstruction and subsequent interactive visualization of the original set in its context. To do that, equirectangular images of the current building are geometrically integrated with the virtual model of the stalls completely rebuilt from the photogrammetric survey of part of it, still preserved. The technique allows to combine real and virtual images in a hyper-realistic, interactive, and immersive way. It offers the viewer a "mixed" virtual tour of the cathedral central nave that incorporates the reconstructed virtual model in its originally designed location. The proposed methodology supposes a new visualization strategy that, in an economic, interactive, ubiquitous, and universal way, must allow progress in the dissemination of decontextualized heritage. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
230. Áreas de desarrollo para intervención en dislexia: una propuesta de realidad virtual.
- Author
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Rodríguez-Cano, Sonia, Delgado-Benito, Vanesa, and Ausín-Villaverde, Vanesa
- Subjects
- *
VIRTUAL reality software , *PEOPLE with dyslexia , *VIRTUAL reality , *LEARNING disabilities , *DYSLEXIA , *CHILDREN with dyslexia - Abstract
The article presents research carried out within the framework of the European project FORDYSVAR, whose objective is to contribute to the educational inclusion of students with dyslexia through the use of virtual reality. Interviews were conducted with dyslexia experts, families, and children with dyslexia to determine the areas of development for intervention through virtual reality. The results obtained allow for the identification of seven areas of development that should be taken into account in the design of activities included in the virtual reality software. This work can contribute to the advancement in the inclusion and rehabilitation of people with dyslexia through the use of virtual reality technology. [Extracted from the article]
- Published
- 2022
- Full Text
- View/download PDF
231. A Decade in Review: A Systematic Review of Virtual Reality Interventions for Emotional Disorders.
- Author
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Rowland, Dale P., Casey, Leanne M., Ganapathy, Aarthi, Cassimatis, Mandy, and Clough, Bonnie A.
- Subjects
- *
VIRTUAL reality , *MENTAL illness , *ANXIETY disorders , *BEHAVIOR therapy , *POST-traumatic stress disorder , *OBSESSIVE-compulsive disorder , *SYSTEMATIC reviews - Abstract
Research is increasingly demonstrating the therapeutic benefits of virtual reality interventions for various mental health conditions, though these rarely translate from research to application in clinical settings. This systematic review aims to examine the efficacy of current virtual reality interventions for emotional disorders, with a focus on clinical and technological features that influence translation of treatments from research to clinical practice. A comprehensive systematic literature search was conducted following PRISMA guidelines, for studies including the application of a virtual reality intervention to a clinical population of adults with an emotional disorder. Thirty-seven eligible studies were identified, appraised, and assessed for bias. Treatment effects were typically large across studies, with virtual reality being considered an efficacious treatment modality for various anxiety disorders and post-traumatic stress disorder. Virtual reality interventions were typically used for delivering exposure in cognitive behavioural therapy approaches. Considerable variability was seen in cost, technological specifications, degree of therapist involvement, delivery format, dosage, duration, and frequency of treatment. Suboptimal methodological rigour was identified in some studies. Remote use of virtual reality was rare, despite increasing options for in home use. Virtual reality interventions have the potential to overcome barriers to care and better meet the needs of consumers. Future research should examine the efficacy of virtual reality for treatment of depressive disorders and obsesive compulsive disorder. Improved methodological reporting and development of transdiagnostic and remotely delivered virtual reality interventions, will likely increase the translation of this treatment modality. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
232. THE SPACE BETWEEN THE SCREEN AND ARCHITECTURE.
- Author
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Palomo Beltrán, Clementina and Reséndiz Vázquez, Aleyda
- Subjects
- *
SPACE (Architecture) , *MODERN architecture , *MIXED reality , *SPACE perception , *SCIENCE fiction films , *VIRTUAL reality , *CITIES & towns , *SCIENCE projects , *FILM reviewing - Abstract
This article presents the historical and contemporary relationship that cinema and urban- architectural space have developed. Its purpose is to show the reciprocal influence between objective and virtual reality projected in science fiction films like Blade Runner, by director Ridley Scott (1982), and Ready Player One, by Steven Spielberg (2011), regarding the current perception of architectural space. The idea behind establishing the relationship between these films is highlighting the prospective used by their directors around user-architecture interaction and technology. Some of the literary and cinematographic works that address the topic of postmodern cities and the cities of the future are cited as background, either from a Utopian vision or from the perspective of a dystopia. Methodologically, a critical review of both films was carried out based on an analysis layout on the conception of architecture through its scenography or staging (Zavala, 2003), as well as the similarity with the way in which we currently travel through the architectural space with the use of mixed reality technology. In this way, the results show how mixed reality (physical and virtual) influences the perception and behavior of users within physical spaces. The conclusion expresses the inescapable presence of mixed reality in spaces as complex as those of cinema and architecture. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
233. EL ESPACIO ENTRE LA PANTALLA Y LA ARQUITECTURA.
- Author
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Palomo Beltrán, Clementina and Reséndiz Vázquez, Aleyda
- Subjects
- *
SPACE (Architecture) , *MOTION pictures , *VIRTUAL reality , *CITIES & towns , *MODERN architecture , *SCIENCE fiction films , *SCIENCE projects , *FILM reviewing , *SPACE perception , *MIXED reality - Abstract
This article presents the historical and contemporary relationship that cinema and urban- architectural space have developed. Its purpose is to show the reciprocal influence between objective and virtual reality projected in science fiction films like Blade Runner, by director Ridley Scott (1982), and Ready Player One, by Steven Spielberg (2011), regarding the current perception of architectural space. The idea behind establishing the relationship between these films is highlighting the prospective used by their directors around user-architecture interaction and technology. Some of the literary and cinematographic works that address the topic of postmodern cities and the cities of the future are cited as background, either from a Utopian vision or from the perspective of a dystopia. Methodologically, a critical review of both films was carried out based on an analysis layout on the conception of architecture through its scenography or staging (Zavala, 2003), as well as the similarity with the way in which we currently travel through the architectural space with the use of mixed reality technology. In this way, the results show how mixed reality (physical and virtual) influences the perception and behavior of users within physical spaces. The conclusion expresses the inescapable presence of mixed reality in spaces as complex as those of cinema and architecture. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
234. Hit by the Virtual Trolley: When is Experimental Ethics Unethical?
- Author
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Rueda, Jon
- Subjects
- *
ETHICAL problems , *EXPERIMENTAL ethics , *ETHICS , *RESEARCH ethics , *VIRTUAL reality , *EXPERIMENTAL psychology , *SCIENCE & ethics , *DILEMMA - Abstract
The trolley problem is one of the liveliest research frameworks in experimental ethics. In the last decade, social neuroscience and experimental moral psychology have gone beyond the studies with mere text-based hypothetical moral dilemmas. In this article, I present the rationale behind testing the actual behaviour in more realistic scenarios through Virtual Reality and summarize the body of evidence raised by the experiments with virtual trolley scenarios. Then, I approach the argument of Ramirez and LaBarge (2020), who claim that the virtual simulation of the Footbridge version of the trolley dilemma is an unethical research practice, and I raise some objections to it. Finally, I provide some reflections about the means and ends of trolley-like scenarios and other sacrificial dilemmas in experimental ethics. [ABSTRACT FROM AUTHOR]
- Published
- 2022
235. Virtual reality in gait rehabilitation in children with spastic cerebral palsy.
- Author
-
Lerma-Castaño, Piedad R., Chanaga-Gelves, Mónica V., Llanos-Mosquera, José M., Castro-Serrato, Laura E., and Romana-Cabrera, Luisa
- Subjects
- *
VIRTUAL reality , *GAIT disorders , *REHABILITATION , *HEMIPARESIS , *META-analysis - Abstract
Background: Virtual reality (VR) is one of the newest and most used methods in rehabilitation processes, reporting favorable effects. Materials and methods: To know the effects of VR, in the processes of gait rehabilitation in children with cerebral palsy (CP), research in publications of the past 10 years was carried out, in databases of the area of health, science, and technology: ScienceDirect, Nature, Oxford Journals, Sage Publishing, Sage Knowledge, Springer Link Magazines, Taylor and Francis Journals, EBSCO Host, Health and Wellness, ProQuest, PEDro PubMed, and Cochrane Library. The established search criteria were articles with longitudinal designs, controlled clinical trials, case studies, and systematic reviews with/without meta-analysis, which used VR as an intervention in gait rehabilitation in children with CP. Results: A total of 250 articles were found that prove the effectiveness of VR in children with CP. Conclusions: VR can be a complementary strategy for gait rehabilitation in this population. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
236. REALIDAD VIRTUAL, NUEVAS FORMAS DE CONTAR HISTORIAS: aproximaciones de la narrativa cinematográfica inmersiva 360º.
- Author
-
Huamán Huillca, Melissa and García-Montero Pinilla, Rosario
- Subjects
- *
LITERATURE reviews , *FILM festivals , *VOICE-overs , *MOTION picture screenings , *VIRTUAL reality - Abstract
The number of 360° virtual reality (VR) films has increased in recent years. These are mainly screened in film festivals, and web platforms. However, the narrative rules of immersive cinema currently remain unclear. Given this, our aim is to understand how a 360° VR film is narrated, finding which elements still prevail in non-immersive cinema, and which new elements are being introduced with it. A qualitative methodology was used, based on a literature review, the analysis of three short VR films, and six semi-structured interviews with immersive film creators. The paper concludes with narrative suggestions in relation to the importance of the user/character, the atmospheres, and the direction of the gaze for the creation of 360° VR stories. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
237. ENTRENAMIENTO EN GESTIÓN DEL RIESGO EN REALIDAD VIRTUAL Diseño e implementación de un entorno de entrenamiento para la prevención y gestión del riesgo laboral basado en realidad virtual e interacción háptica.
- Author
-
CARDENAS BOCANEGRA, VLADIMIR and OLARTE DUSSAN, FREDY ANDRÉS
- Abstract
Occupational accidents, as well as the different strategies and tools to prevent it, are a topic of global interest, where new technologies such as virtual reality and haptic devices offer opportunities in the generation of training spaces that contribute to their prevention. This paper describes the design process of a virtual reality environment for occupational risk management training using haptic devices. Performance tests of the environment and its validation by operational technical personnel from the electricity sector allowed us to conclude that this type of development contributes to training in risk management in safe spaces. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
238. Therapist and operator experiences utilizing multi-modal motion-assisted Memory Desensitization and Reconsolidation (3MDR) for treatment of combat related posttraumatic stress disorder amongst military and veteran populations.
- Author
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Jones, Chelsea, Smith-MacDonald, Lorraine, Van Veelen, Nancy, VanderLaan, Annelies, Kaneva, Zornitsa, Dunleavy, Rachel S., Hamilton, Tristin, Vermetten, Eric, and Bremault-Phillips, Suzette
- Subjects
- *
VETERANS , *POST-traumatic stress disorder , *SECONDARY traumatic stress , *MENTAL health services , *TELEPHONE interviewing - Abstract
As provisions of mental healthcare services to military and veteran populations increases the risk to service providers developing secondary traumatic stress (STS), efforts are needed to examine the impact of delivering novel interventions which may include 3MDR. As a virtual-reality supported intervention, 3MDR exposes the patient, therapist and operator to graphic and sensory stimuli (i.e. narratives, imagery, smells, and music) in the course of the intervention. 3MDR is actively being researched at multiple sites internationally within military and veteran populations. It is, therefore, crucial to ensure the safety and wellbeing of 3MDR therapists and operators who are exposed to potentially distressing sensory stimuli. The purpose of this study is to qualitatively examine the impact and experiences of STS amongst therapists and operators in delivering 3MDR. For this study, impact will be defined as therapists or operators experiencing perceived STS as a result of delivering 3MDR. This exploratory qualitative study recruited 3MDR therapists and operators (N = 18) from Canada, the Netherlands, the United Kingdom, and the United States who had previously delivered 3MDR therapy. Telephone or video-conferencing interviews were used to gather data that was subsequently transcribed and thematically analyzed. Four themes emerged among the therapists (n = 13) and operators (n = 5): (1) personal cost and benefits of 3MDR, (2) professional paradox of a 3MDR therapist, (3) perceived effect of 3MDR on patients, and (4) recommendations for future 3MDR use. STS was not noted to be a significant challenge for 3MDR therapists and operators. Future research may investigate optimal means of providing training and ongoing support for 3MDR therapists and operators. Secondary Traumatic Stress was not noted to be a significant challenge for 3MDR therapists and operators Future research may investigate optimal means of providing training and ongoing support for 3MDR therapists and operators [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
239. LA MUERTE DE LA FOTOGRAFÍA, EL DÍA DESPUÉS: Alteraciones de realidad y experiencias creadas por los avances tecnológicos.
- Author
-
MÉNDEZ MORENO, JUAN PABLO
- Subjects
- *
AUGMENTED reality , *VIRTUAL reality , *SOCIAL degeneration , *PHOTOGRAPHY , *IMPLEMENTS, utensils, etc. - Abstract
The death of photography is argued through its evolutionary step. Nôth, Berger, Dubois, among others, show in their thesis the decadence due to the use of virtual reality and augmented reality devices, innovative gadgets with a fusion of illustrations, frames, audio, interactions, and reactions in an enriched element. The thesis supports three times: moments of its emergence, technological advances, and replacement of traditional media by immersive media. The monographic methodology enables conceptual alignment, concluding that technological advances lead us to a personal representation that is defined by alterations of physical reality, building new experiences. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
240. Efectividad de la Realidad Virtual (RV) en la disminución del distrés de niños y adolescentes con cáncer: Revisión sistemática.
- Author
-
Moriconi, Valeria, Maroto, Cristina, and Cantero-García, María
- Abstract
Copyright of Psicooncologia is the property of Universidad Complutense de Madrid and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
241. Traducción y adaptación transcultural al español del Simulator Sickness Questionnaire.
- Author
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Campo-Prieto, Pablo, Rodríguez-Fuentes, Gustavo, and Cancela-Carral, José Maria
- Subjects
THERAPEUTICS ,TRANSLATING & interpreting ,SIMULATOR sickness ,EQUIVALENCE (Linguistics) ,SPANISH language ,VIRTUAL reality ,SYMPTOMS ,TEST validity - Abstract
Copyright of Retos: Nuevas Perspectivas de Educación Física, Deporte y Recreación is the property of Federacion Espanola de Asociaciones de Docentes de Educacion Fisica and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
242. A través del caso de la boutique Dior Parfums en Campos Elíseos.
- Author
-
VÁZQUEZ SACRISTÁN, ISABEL ADRIANA, RODRÍGUEZ HERNÁNDEZ, MARINA, and LIBERAL ORMAECHEA, SHEILA
- Subjects
BRAND image ,VIRTUAL reality ,SOCIAL interaction ,LOYALTY ,SHOPPING - Abstract
Copyright of TECHNO Review is the property of Eurasia Academic Publishing Group and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
243. Adoptando la RV en la sala de clases: Percepciones de futuros maestros bilingües y de ESL.
- Author
-
Figueroa Flores, Jorge F., Huffman, Lisa, Lozada, Victor, and Rosa-Dávila, Emarely
- Abstract
Copyright of Edmetic: Revista de Educación Mediática y TIC is the property of EDMETIC Revista de Educacion Mediatica and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
244. Effects of virtual reality training in the upper limb motor coordination of individuals post- stroke: a systematic review with meta-analysis.
- Author
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Meireles, Cecília Vieira, Ferreira, Suelen Félix, Avelino, Patrick Roberto, and de Menezes, Kênia Kiefer Parreiras
- Subjects
ARM innervation ,MOTOR ability ,PHYSICAL therapy ,TREATMENT effectiveness ,META-analysis ,DESCRIPTIVE statistics ,EXPOSURE therapy ,SYSTEMATIC reviews ,MEDLINE ,STROKE rehabilitation ,MEDICAL databases ,VIRTUAL reality therapy ,ONLINE information services ,CONFIDENCE intervals ,DATA analysis software ,EVALUATION - Abstract
Copyright of Fisioterapia e Pesquisa is the property of Universidade de Sao Paulo, Faculdade de Medicina and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
245. DISSEMINATION, ASSESSMENT AND MANAGEMENT OF HISTORIC BUILDINGS BY THEMATIC VIRTUAL TOURS AND 3D MODELS.
- Author
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De Fino, Mariella, Bruno, Silvana, and Fatiguso, Fabio
- Subjects
VIRTUAL tourism ,HISTORIC buildings ,ARCHITECTURAL details ,DIGITAL communications ,DIGITAL media ,COMMUNICATION policy ,GEOGRAPHIC information systems - Abstract
Copyright of Virtual Archaeology Review is the property of Virtual Archaeology Review and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
246. La inteligencia artificial para el entorno laboral. Un enfoque en la predicción de accidentes.
- Author
-
Macías García, María del Carmen
- Subjects
ARTIFICIAL intelligence ,VIRTUAL reality ,ACCIDENT prevention ,INDUSTRIAL safety - Abstract
Copyright of e-Revista Internacional de la Protección Social is the property of e-Revista Internacional de la Proteccion Social and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
247. La realidad virtual y aumentada en el aula de secundaria.
- Author
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Marín-Díaz, Verónica, Sampedro Requena, Begoña E., and Vega Gea, Esther
- Subjects
SECONDARY school students ,TECHNOLOGICAL innovations ,MIXED reality ,HIGH school students ,LEARNING ,VIRTUAL reality - Abstract
Copyright of Campus Virtuales is the property of Campus Virtuales and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
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248. Using Virtual Reality in Education: a bibliometric analysis.
- Author
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Roda-Segarra, Jacobo, Mengual-Andrés, Santiago, and Martínez-Roig, Rosabel
- Subjects
BIBLIOMETRICS ,CITATION analysis ,USER experience ,VIRTUAL reality ,COMPUTERS ,EDUCATIONAL innovations - Abstract
Copyright of Campus Virtuales is the property of Campus Virtuales and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
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249. Eficacia de los modelos inmersivos de comunicación y estructura de la información vinculados al compromiso social. Estudio de caso de AJ Contrast.
- Author
-
Isabel Rodríguez-Fidalgo, Maria and Paíno-Ambrosio, Adriana
- Subjects
COMMUNICATION models ,INFORMATION modeling ,TECHNOLOGICAL innovations ,STORYTELLING ,NARRATION ,DIGITAL storytelling - Abstract
Copyright of Analisi: Quaderns de Comunicacio i Cultura is the property of Universitat Autonoma de Barcelona and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
250. Adaptando el Lean Project Delivery System a la elaboración o actualización de un plan de estudios de ingeniería civil incorporando BIM, Realidad Virtual y Fotogrametría = Adapting Lean Project Delivery System to the elaboration or updating of the Civil Engineering Undergraduate Degree Plan, incorporating BIM, Virtual Reality and Photogrammetry
- Author
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Xavier Brioso and Diego Fuentes Hurtado
- Subjects
lean project delivery system ,grado de ingeniería civil ,enseñanza ,innovación educativa ,bim ,realidad virtual ,fotogrametría ,civil engineering degree ,teaching ,educational innovation ,virtual reality ,photogrammetry ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Building construction ,TH1-9745 - Abstract
El Lean Project Delivery System (LPDS) es un sistema que implementa principios y herramientas Lean en todo el ciclo de vida de un proyecto de construcción. El LPDS es adaptativo pues es flexible para especificar las entradas y salidas de los procesos y tiene la libertad de elegir herramientas, técnicas y tecnologías acorde a las últimas tendencias. El propósito principal de este artículo es presentar un marco de generación de valor a través de la adaptación del LPDS al proceso de revisión de un plan de estudios. Este trabajo adapta el modelo del LPDS al proyecto de elaboración o actualización de un plan de estudios de la especialidad de ingeniería civil, incorporando BIM, realidad virtual y fotogrametría a lo largo de las asignaturas del área de gestión de la construcción. Se incluyen herramientas blandas y competencias tecnológicas que potencian la empleabilidad del egresado. Como estudio de caso se presenta la aplicación del modelo en la Pontificia Universidad Católica del Perú. ABSTRACT Lean Project Delivery System (LPDS) is a system that implements Lean principles and tools throughout the life cycle of a construction project. The LPDS is adaptive because it's flexible enough to specify the inputs and outputs of each process and allows the freedom to choose tools, techniques and technologies according to the latest trends. The main purpose of this paper is to present a value-generation framework through the adaptation of the LPDS to the Undergraduate Degree Plan process. This work adapts the LPDS model to the current project, elaboration or updating of the civil engineering curriculum, incorporating BIM, virtual reality and photogrammetry in the construction management area subjects. Soft tools and technological skills are included, and as such, enhancing the employability of the undergraduate. As a case study, the application of the model is presented at the Pontifical Catholic University of Peru.
- Published
- 2020
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